Cold One Riders

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Cold One Riders
Wh2 main lzd cav cold one riders.png
Unit cat icon wh2 main cold one.png
Overview
FactionLizardmen
CategoryLizardmen cavalry
Unit size36
Recruitment
Icon treasury.png Cost (MP): 850 (850)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 212
Statistics
Icon stat health.png Health: 130
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 66
Icon stat attack.png Melee attack: 31
Icon stat defence.png Melee defence: 26
Icon stat charge bonus.png Charge Bonus: 32
Weapons
Melee
Icon stat damage.png Weapon Damage: 13
Modifier icon armour piercing.png Armour-Piercing Damage: 31
Icon stat speed.png Melee Interval: 4.4 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
67.5%
Shielded units will block the following percentage of missile damage from the front Shield: 30%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Cold One Riders is a Lizardmen cavalry unit in Total War: Warhammer II. Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs.

Description[edit | edit source]

Saurus warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts. Those Saurus Warriors blessed by Itzl have an innate aptitude for mounted warfare. They exude a musk not dissimilar to the rank odour produced by the Cold Ones themselves, allowing them to form bonds with the otherwise hostile creatures. The Saurus have dewclaws that are perfect for gripping the thick-scaled hides of their reptilian steed, leaving them free to carry both spears and shields. All such spawning produce a Pack Leader who instinctively leads the group - knowing where to find the Cold Ones and how best to break them in as mounts.

Abilities[edit | edit source]

  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Armoured & Shielded: Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Predatory Senses: These units are natural hunters that can sense prey hiding nearby.

Strategy[edit | edit source]

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Cold Ones without spears. Do not take these. The Lizardmen generally do not lack for anti-infantry options, even the most basic Saurus Warriors can be relied upon to chop most other races´ basic (and sometimes even elite) infantry to pieces, eat them up and spit out their bones. Enemy cavalry is what you should be worried about and although the regular Cold Ones´ melee stats are slightly better, the lack of bonus vs large really hurts them in cavalry vs cavalry engagements.